Int: 8 Will: 20 Mind: 7
Infl: 4 Aura: 5 Spirit: 13
Initiative: 18 Hero Points: 90
Solar Sustenance: 15
Advantages: Connections: Green Lantern Corps (High)
Drawbacks: Serious Physical Restriction: no manipulatory appendages
Alter Ego: None
Motivation: Responsibility of Power
Occupation: Green Lantern of Sector 0345
POWER RING [Body: 20, Int: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 20, Invulnerability: 18, Life Sense: 40, Omni-Power: 10, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Limitations: Life Sense can only detect other Green Lanterns. Ring loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor activated. Ring is useless against anything colored yellow. Ring must be recharged every 24 hours using the Power battery. The Ring's Body is only 6 when not being worn.
Power Battery [Body: 25, Energy Absorption: 18, Invisibility: 15, R#: 2] Limitations: Power Battery can only be used to charge the user Ring for 24 hours. Invisibility only works on Battery, functions per user's will.
Source: Adapted from 1st Edition Green Lantern Sourcebook, page 39
affiliation(s): Green Lantern Corps
Ed's Notes: A Green Lantern, resembling a giant gourd, from the planet Southern Goldstar. As I read 1st Edition, those roots are not movable. I suppose she gets around using the ring's Flight Power, but would otherwise be stationary? (How does she use a Dex of 5 and a Str of 6 then? IDK. Lol.) I feel like the PC could spend Hero Points to add the Extra Limb Power (as many as they want) at around 6 AP's (but really at any level they want), without needing an in-game explanation. After which, they can lose the Physical Restriction Drawback. (Call it force of Will / Influence of the Ring, maybe? Lol) She resembles Apros, so don't get them confused!
Note on Stat conversion: To bring the GL charterers exclusive to 1st Edition into line with 2nd Edition interpretations, I created a table comparing the Attributes of all of the Green Lanterns who were in both 1st Edition and 2nd Edition. The general trend across the nine samples (Jordan, Stewart, Gardner, Kilowog, Sinestro, Abin Sur, Salaak, Ch'P & Katma Tui) was that Dex and Mind were overrated in the 1st Ed, while Spirit was underacted. The difference in everything else were close enough (between 80%-110%) that I'm just taking them straight. Conversion factors for Dex, Mind and Spirit are (multiply by): 0.7, 0.4 and 2.6 respectively. (All other Attributes have a Conversion Factor of 1.0.)
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